Table #3: Star Trek (Hasbro, 1974)
- OGRE MAGE
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Re: Table #3: Star Trek (Hasbro, 1974)
The memes are much cooler in this game.
- Grognardsw
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Re: Table #3: Star Trek (Hasbro, 1974)
The cool gifs continue Back in the day of the original Trek, these special effects were top of the line.
Turn 9 rolls are in:
#1: Mant/Spock - 4
#2: Grog/McCoy - 3
#3: Norjax/Kirk - 7
Spock landed on the “Aliens need help beam down 2 spaces,” so he moves ahead 2 more. But Kirk commands a burst of warp speed for 7 and is neck-and-neck. Bones is last, because he’s a doctor not a...
The board at the end of Turn 9:
Turn 10
Missions continue for 1d8.
#3 ST T10 McCoy [1d8] = 1
Turn 9 rolls are in:
#1: Mant/Spock - 4
#2: Grog/McCoy - 3
#3: Norjax/Kirk - 7
Spock landed on the “Aliens need help beam down 2 spaces,” so he moves ahead 2 more. But Kirk commands a burst of warp speed for 7 and is neck-and-neck. Bones is last, because he’s a doctor not a...
The board at the end of Turn 9:
Turn 10
Missions continue for 1d8.
#3 ST T10 McCoy [1d8] = 1
Last edited by Grognardsw on Thu Jan 28, 2021 4:39 pm, edited 1 time in total.
- Grognardsw
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Re: Table #3: Star Trek (Hasbro, 1974)
Turn 10 rolls:
#1: Mant/Spock - 8
#2: Grog/McCoy - 1
#3: Norjax/Kirk - 2
Kirk lands on the “Beam down...” space (perhaps forgetting he left something down there? )so he goes back two spaces. McCoy lands on the same space in his quadrant, so advances 2 which is a good thing. Spock pulls ahead with an 8.
The board at end of Turn 10:
That McCoy gif was from a blooper reel. I remember first seeing that blooper reel at a Creation Star Trek convention in Boston in the late 80s. It was funny. I think they’re on the web now.
Turn 11
Spin for 1d8!
Spock will likely land on the “Stop and spin” space so roll 1d8 twice.
#1: Mant/Spock - 8
#2: Grog/McCoy - 1
#3: Norjax/Kirk - 2
Kirk lands on the “Beam down...” space (perhaps forgetting he left something down there? )so he goes back two spaces. McCoy lands on the same space in his quadrant, so advances 2 which is a good thing. Spock pulls ahead with an 8.
The board at end of Turn 10:
That McCoy gif was from a blooper reel. I remember first seeing that blooper reel at a Creation Star Trek convention in Boston in the late 80s. It was funny. I think they’re on the web now.
Turn 11
Spin for 1d8!
Spock will likely land on the “Stop and spin” space so roll 1d8 twice.
Re: Table #3: Star Trek (Hasbro, 1974)
Kirk:
After neutralizing the Asternoids and saving the Earth Colony, the landing party beams back to the Enterprise and it leaves orbit for Starbase 12.
#3 ST T11 Kirk [1d8] = 4
After neutralizing the Asternoids and saving the Earth Colony, the landing party beams back to the Enterprise and it leaves orbit for Starbase 12.
#3 ST T11 Kirk [1d8] = 4
- Grognardsw
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Re: Table #3: Star Trek (Hasbro, 1974)
#3 ST T11 McCoy [1d8] = 2
Sensors show Turn 11 rolls:
#1: Mant/Spock - 3, 3
#2: Grog/McCoy - 2
#3: Norjax/Kirk - 4
After neutralizing green skinned aliens, Spock leaves the quadrant. Kirk completes his mission and is racing to the nearest Starbase. McCoy solves the mystery of alien fisherman.
The board at end of Turn 11:
Turn 12
“Scotty, we need full warp if we’re going to catch up to that pointy eared Vulcan!” yells McCoy between gulps of Saurian brandy and alien fish.
#3 ST T12 McCoy [1d8] = 5
If Kirk reaches the “Stop here spin...” circle space, include a second 1d8 roll for Turn 12.
Sensors show Turn 11 rolls:
#1: Mant/Spock - 3, 3
#2: Grog/McCoy - 2
#3: Norjax/Kirk - 4
After neutralizing green skinned aliens, Spock leaves the quadrant. Kirk completes his mission and is racing to the nearest Starbase. McCoy solves the mystery of alien fisherman.
The board at end of Turn 11:
Turn 12
“Scotty, we need full warp if we’re going to catch up to that pointy eared Vulcan!” yells McCoy between gulps of Saurian brandy and alien fish.
#3 ST T12 McCoy [1d8] = 5
If Kirk reaches the “Stop here spin...” circle space, include a second 1d8 roll for Turn 12.
Re: Table #3: Star Trek (Hasbro, 1974)
“We need full power, Scotty!” Beneath his stoic exterior, Spock cringes at the ship’s slow pace.
#3 ST T12: [1d8] = 2
#3 ST T12: [1d8] = 2
- Grognardsw
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Re: Table #3: Star Trek (Hasbro, 1974)
Starfleet reports Turn 12 rolls:
#1: Mant/Spock - 2
#2: Grog/McCoy - 5
#3: Norjax/Kirk - 4
It’s a race to the finish!
The board at end of Turn 12:
Turn 13
Make it so for 1d8.
If landing on “Stop here...”, include another 1d8.
#3 ST T13 McCoy [1d8] = 3
#1: Mant/Spock - 2
#2: Grog/McCoy - 5
#3: Norjax/Kirk - 4
It’s a race to the finish!
The board at end of Turn 12:
Turn 13
Make it so for 1d8.
If landing on “Stop here...”, include another 1d8.
#3 ST T13 McCoy [1d8] = 3
Re: Table #3: Star Trek (Hasbro, 1974)
Spock speeds back to report on the Unknown Solar System.
#3 ST T13: [1d8] = 2
Maybe “speeds” isn’t the appropriate term...
#3 ST T13: [1d8] = 2
Maybe “speeds” isn’t the appropriate term...
- Grognardsw
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Re: Table #3: Star Trek (Hasbro, 1974)
Engineering reports Turn 13 rolls:
#1: Mant/Spock - 2
#2: Grog/McCoy - 3
#3: Norjax/Kirk - 6, 4
Starfleet’s finest warp through space, with Spock holding only a 3 space lead!
The star charts at end of Turn 13:
Turn 14
Will Scotty work his magic for you? 1d8
#3 ST T14 McCoy [1d8] = 5
#1: Mant/Spock - 2
#2: Grog/McCoy - 3
#3: Norjax/Kirk - 6, 4
Starfleet’s finest warp through space, with Spock holding only a 3 space lead!
The star charts at end of Turn 13:
Turn 14
Will Scotty work his magic for you? 1d8
#3 ST T14 McCoy [1d8] = 5
Re: Table #3: Star Trek (Hasbro, 1974)
Gotta love Vulcan stoicism!
- Grognardsw
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Re: Table #3: Star Trek (Hasbro, 1974)
#3 ST T13 "Stop Here... Roll" [1d8]=2 Damn cracked dilithium dice roller
The lovely yeoman hands Kirk the Turn 14 rolls:
#1: Mant/Spock - 2
#2: Grog/McCoy - 5, 2
#3: Norjax/Kirk - 2
McCoy lands on "Stop Here..." space and follows up with another 2. Q must be manipulating the Dice Roller.
The star map at end of Turn 14:
Turn 15
Spin for 1d8!
#3 ST T15 [1d8]=8 I knew Scotty was holding back until clutch time.
The lovely yeoman hands Kirk the Turn 14 rolls:
#1: Mant/Spock - 2
#2: Grog/McCoy - 5, 2
#3: Norjax/Kirk - 2
McCoy lands on "Stop Here..." space and follows up with another 2. Q must be manipulating the Dice Roller.
The star map at end of Turn 14:
Turn 15
Spin for 1d8!
#3 ST T15 [1d8]=8 I knew Scotty was holding back until clutch time.